Wooden furniture close-up

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sadece
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Hi all. A close-up shot of a wooden furniture. PT 4000 samples. cant remember exact render duration but should be under 30 min @4960x3720px.
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carmen03_print.jpg
http://www.sadece.com.tr
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philliplakis
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Wow, great detail in that texture.

Is it one you made, or from the library?
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sadece
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I've modelled the furniture. and took a photo of the lagging plane which was used on this furniture in real. then created diffuse,bump and specular textures from the photo in photoshop.Thanks
http://www.sadece.com.tr
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nuno1980
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Looks good but...

At ambient light, the mirror is darker than original -> BAD! ;)

To correct your "bad" here
"glossy material" settings for mirror:
-diffuse 0.000 or 1.000 (if index of refraction must be 1.000)
-specular 0.990
-roughness 0.000
-index of refraction: 1.000

"current camera" setting:
-aperture 0.000 because your image gets a bit depth of field. :)

Better render! :D
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sadece
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thanks for advise but i have to say that the view in mirrors are always darker in real life. it is a rule of physics.
http://www.sadece.com.tr
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Jolbertoquini
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sadece wrote:thanks for advise but i have to say that the view in mirrors are always darker in real life. it is a rule of physics.
Yeah, I totally agree with you on that but is true fell a bit darker but is really nice... come on is awesome composition.and by the way is just a mirror isn't?
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sadece
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Thank you Jolbertoquini :) right! the point in this render was how much i could get close to real wooden surface look. it was the request of my customer since they produce real wooden lagging furnitures. and they were happy with the result and we did a complete 3d catalogue. i am gonna share some other render here soon. thanks for watching :)
http://www.sadece.com.tr
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nuno1980
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sadece wrote:thanks for advise but i have to say that the view in mirrors are always darker in real life. it is a rule of physics.
Bit wrong. Mirrors are moderately darker - false.

But yes a bit, bit darker - look specular 0.99 and ior 1.000. ;)

Because here:
screenshot
Attachments
20150331_121924.jpg
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nuno1980
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Please should read my previous post.
NOTE: I'm sorry for bad english due to mute ;)

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manalokos
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Specular should be allways 1, because tangent rays will allways tend to be 100% reflected.
I use IOR 8 for mirrors, although the reflective surface is usually behind a sheet of glass that also has absortion.
So in reallity the mirror will reflect considering the metal's index of refraction (that is not correctly calculated in octane using the standard shaders), inside a medium of glass that has natural absortion depending on its composition and thickness.
Why would this matter regarding making a good image?
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